Remnants of a Slain God

Sound Spells

Forza

(Secondary action: Spell (Cantrip); Sonic Spray, Cost: 2 mana) You unleash a mighty burst of sound. This attack does sonic crushing damage equal to your spellcraft skill+1d6 and ignores equipped armor DR equal to half your spellcraft skill. If you land a critical hit, the target is immediately knocked prone and stunned until the beginning of your next turn. This attack deals double damage to glass or similar materials.

Mastery A

Forza Maxima

Forza now uses a 1d10 instead of a 1d6, and ignores equipped armor DR equal your full spellcraft skill instead of 1/2.

Mastery A

Bass Blast

When you successfully hit the forza spell, you also force that victim to a spellcraft vs toughness contest. If you succeed, that target gets pushed an amount of meters equal to 1/2 the margin of victory. If the target is smaller than you, they get pushed an additional amount of meters equal to 2x the SM difference between you and them.

Accelerando

(Primary action: Spell (24); Sonic Buff; Cost: 2 mana) Choose one target within line of sight. This target gains the Haste condition. You cannot give haste to the same target more than once at a time with this ability.

(Primary action: Spell;(20); Sonic Buff; Cost: 1 mana) Your song provides an immunity to fear and morale loss to yourself and all allies within earshot, for the duration of the encounter.

Mastery A

Bold Ballad

Ballad of Bravery now also grants a temporary willpower bonus equal to 1/2 your captivation skill until the end of the encounter.

Song of Healing

(Primary action: Spell (Cantrip); Sonic Heal; Cost: 2 mana) You can restore HP of a single target equal to your captivation skill to yourself and all allies within earshot.

Mastery I

Energizing Song

Song of Healing now also restores 1d4 stamina points.

Limelight

(Primary action: Spell (24); Sonic Aggro-draw Hex; Cost: 2 mana) Your song beams an illusionary spotlight on yourself or an ally that draws so much attention that an enemy has trouble paying attention to anything else. Choose one enemy and one ally within line of sight. The chosen enemy has aggro against that ally. If that enemy cannot target its own allies or itself with abilities until it breaks this aggro. You can only target the same enemy with this spell more than once per encounter.

Subliminal Message

(Command action: Spell (28); Mind-control Hex; Cost: 3 mana) Choose a target within earshot. Roll a contest of your persuasion vs their willpower. If you are successful, you can control 1 of their actions during their turn of your choice. They gain an advantage to resist control each time you attempt this ability beyond the first time. The target cannot attack themselves directly.

Sensory Overload

(Primary action: Spell (25); Illusion Hex; Cost: 3 mana) You use magic to cause a sensory overloading illusion. Force a captivation vs health contest against a target within line of sight. Upon a victory, they are temporarily blind and deaf until the beginning of your next turn.

Echo Chamber

(Primary action: Spell (25); Sonic Hex Barrier; 3 mana) You create a transparent sphere that echoes sonic abilities and commands, causing them to repeat a few times before fading away. This sound sphere’s radius is equal to half your spellcraft skill in meters. Any sonic and verbal command actions performed within this sphere become repeated, with exactly the same instructions, targets, etc. at the end of the round and do not count towards a character’s limit of actions. This continues for rounds equal to 1/4 your spellcraft skill.

Vex

(Primary action: Spell (Cantrip); Mind-control Rage Hex; Cost: 2 mana) You use your magic to drive the enemy mad. Choose an amount of targets within line of sight equal to 1/4 of your spellcraft skill or less. These targets gain the rage condition for 1d4 rounds.

(Secondary action: Spell (Cantrip); Sonic Illusion; No Cost) You can receate any sound you’ve heard and make the origin come from any target within line of sight. You can “program” this target to produce a series of sounds up to 5 minutes long on loop. Those who hear it must succeed in a contest of intuition vs spellcraft to determine if it is not real.

Lullaby

(Primary action: Spell (25); Sleep Hex; Cost: 3 mana) Choose a target within earshot. Force a contest of Captivation vs Willpower. If the target fails, they immediately sleep for 1d4 rounds or until they take damage.

Soothe the Savage Beast

(Primary action: Spell (16); Animal Mind-control; Cost: 1 mana) Choose an animal within line of sight. This animal must make a willpower vs your captivation skill contest against you. If you win, the animal loses the will to fight you or any ally for 1d4 hours unless attacked by them.

Joke

(Command action: Spell (15); Mind-control Hex; Cost: 1 mana) You tell a joke to a target of your choice within earshot. With the aid of magic, you make the target believe this joke is far funnier than it actually is. Force a captivation vs willpower contest. If you win, the target is staggered until the end of their next turn.

Mastery A

Stand-up Bit

When using the joke spell, you can pay an additional mana point to target any number of targets within 1/2 your spellcraft skill in meters.

Magic Mouth

(Secondary action: Spell (Cantrip); Illuson; No cost) You imbue a target within line of sight with an illusionary mouth that delivers a recorded audio message. The audio message can be up to 10 minutes long and can loop for up to your spellcraft skill in days or less. This magic mouth can only remember one message at a time, and its old message must be erased before a new one is recorded. You can also use any recorded command actions with this spell. If someone else issued the command in the recording, its effects uses that persons relevant skill for the ability. You and your allies cannot receive any benefit from playing an enemy’s command action. A target can only receive the effect of a command given by the magic mouth once per encounter.

Mastery A

A Real Talker

Your magic mouth can remember an amount of recording up to 1/3 of your spellcraft skill instead of just one.

Proximity Alarm

(Primary action: Spell (Cantrip); Sonic Proximity Trap; No Cost) Choose a target within line of sight. This target gains a radius of twice your spellcasting skill in meters. If any physical target comes within this radius, a mental or audible alarm will sound. If mental, the alarm will only be heard by the caster. You cannot set up more than 2 proximity alarm traps up at a time.

Mastery A

Alarming Proficiency

When using the proximity alarm spell, triple the effective range and gain the ability to set a spell of your choice that you know to automatically trigger at the location where the alarm was tripped.

Soothing Song

(Primary or Command action: Spell (16); Mind-control; Cost: 1 mana) Choose a target within line of sight. This target has no longer has any aggro towards any targets and is cured of the rage condition if they have it. They have an advantage to resist rage and aggro for the duration of the encounter.

Brown Note

(Primary action: Spell (30); Sonic Sickness Hex; Cost: 3 mana) You play a note that causes those who hear it to feel their stomachs begin to churn and an immediate need to relieve their bowels, regardless of whether or not they actually normally have them. These targets gain a special form of the nausea condition. Instead of the vomit effect, listed in nausea on a roll of 1, they gain the effect defecate. A target who defecates is considered staggered until the end of their next turn and loses 2d4 morale. This brown note nausea condition lasts until they can succeed the initial contest of health vs spellcraft, which they have a chance to do at the end of each of their turns.

Silence

(Primary action: Spell (15); Sonic Silence Hex; Cost: 2 mana) Choose a single target or an area with a radius equal to or less than your spellcraft skill in meters. This area or target gains the silent condition for 1d6 rounds.

Mastery A

“Shush!”

You can now use the silence spell as a secondary or command action.

Mastery B

“YOU CAN’T SILENCETHEBARD!!”

When silenced by a supernatural ability, you may expend a command action to force a contest against the target that silenced you. Roll your spellcraft+captivation vs their relevant skill they used to inflict the silence. On a success, you are no longer silenced.

Discord

(Primary action: Spell (20); Sonic Mind-control Hex; Cost: 2 mana) Choose a single target. Force a contest of spellcraft vs willpower. If successful, the target is affected. The target cannot target or affect its own allies with its abilities for 1d4/2 rounds.

Mastery A

Solo Performance

For an additional mana, a target afflicted by the discord spell also cannot be targeted or affected by its allies abilities for the duration of what you rolled. However, this spell can be targeted to become dispelled if they have an ability to do that.

Mastery B

Solo Career

Add an additional +1 to the duration when using discord on a target.

Sound Bubble

(Primary action: Spell (Cantrip); Sonic Barrier; Cost: 1 mana) Choose a point within line of sight. You create a radius around this point equal to half your spellcraft skill or less in meters in any direction. All sound created within this area is completely contained within it and no sound from outside can permeate it. You may cancel the sound bubble as a free action.

Amplify

(Secondary action: Spell (Cantrip); Sonic Buff; Cost: 1 mana) Increase all damage scores and contest rolls when you or your allies are using sonic abilities by 25% until the beginning of your next turn.

Startling Sound

(Free action: Spell (Cantrip); Sonic Hex; Cost: 1 mana; Once-per-roll) You time a loud startling sound to happen just at the right moment to try to throw off an enemy’s attempts. When an enemy is about to make a roll, you can use this ability to force a contest of your spellcraft or captivation vs their willpower to take place just before that roll. If they fail, they take the margin of loss as a penalty to the targeted roll. Targets who are deaf are unaffected by this ability.

Tragic Performance

(Primary action: Spell (18); Sound or Dance Mind-control Hex Aura; Cost: 2 mana) All enemies within earshot (Sound) or line of sight (Dance) are forced into a captivation vs willpower contest. If failed, the enemies are heartbroken and lose their will to perform at their best. They take a temporary penalty to all physical skills (Fitness and Dex related) equal to 1/2 their margin of loss until the end of the encounter. If you critically succeed with this spell, the target(s) that failed against that critical begin weeping and gain the staggered condition until the beginning of your next turn.

Mastery A

Tearjerker

Enemies have a disadvantage to resist your tragic performance spell.

Song of Darkness

(Primary action: Spell (18); Sonic Illusion Conjuration; Cost: 2 mana) You play a song that summons a deep darkness. Select an area with a radius equal to your captivation skill. This area is now treated as in complete darkness for 2d4 rounds. Your allies do not take penalties when seeing through this spell.

Mastery A

Dark Cloud

This area is treated as complete darkness and also filled with thick smoke. If enemies only have night vision or less, they cannot attempt visual perception checks against those within.

Bad Trip

(Primary action: Spell (18); Sonic Mind-control Illusion Hex; Cost: 1 mana) You play a psychedelic song that forces an illusionary distortion to the target. The target has a disadvantage to any dexterity related skill until the beginning of their next turn.

Mastery A

Horrifying Trip

For an additional mana point, the target can have a horrifying trip. They suffer the original effects of this spell and also are forced to make a fear contest of their willpower vs your spellcraft skill. If they lose this contest, they take a penalty to all mental actions (Int, Cha, and Kno related) equal to their margin of loss until the beginning of your next turn.

Mastery B

Shared Hallucination

For an additional mana point, you can make bad trip an aura spell, affecting all targets of your choice within a radius equal to 1/2 your spellcraft skill in meters.

Tongue Twister

(Secondary action: Spell (20); Mind-control Hex; Cost: 2 mana) Choose a target within line of sight and force them to make a willpower vs spellcraft contest against you. If they fail, all speech and command actions from this target fails until the beginning of your next turn.

Mastery A

Bard’s Got Your Tongue

Reduce the mana cost of tongue twister by 1. Once a target fails to resist tongue twister, you may attempt to maintain this spell as a passive action at the beginning of your turn.

Tune Ears

(Primary action: Spell (Cantrip); Sonic) You and your allies gain advantage to hearing based perception rolls for the rest of the encounter.

Mastery A

Easy Listening

Tune Ears is now a secondary action.

Voice Alteration

(Secondary action: Spell (14); Sonic Hex; Cost: 1 mana) Choose a target within line of sight or yourself. This target can perfectly mimic any type of voice you have heard. Any bluff attempts made by the target to convince people this altered voice is real gains a bonus equal to your spellcraft skill.

Code Speech:

(Command action: Spell (Cantrip); Mind-control) You and all allies within earshot suddenly gain a special unique language that feels and sounds as if speaking naturally to you and them, but to anyone else just sounds like made up of random words or noises. This language often changes each time the spell is cast and is impossible to decipher except by supernatural abilities.

Once per round, you can target a single victim with the pied piping spell as a command action.

Jam Session

(Primary action: Spell (20); Sonic Gunplay Hex; Cost: 2 mana) All firearms within a radius equal to your spellcraft skill in meters malfunctions and “jams”. The weapons cannot fire until a check is passed equal to your spellcraft skill+1d20. This check can be attempted as a secondary action with the hardware, software (if high-tech), or spellcraft skill.

Mastery A

Sick Jams

Fixing a “jammed” weapon now requires a primary action to attempt. When making the difficulty check to repair, gain advantage to the roll.

Sound Barrier

(Primary action: Sonic Barrier; Cost: 2 mana) You create a protective armor of sound for yourself or an ally within line of sight for 1d6 rounds. This sound barrier provides physical and elemental DR equal to 1/2 your spellcraft skill and sonic DR equal to your full spellcraft skill. You cannot place more than one sound barrier on the same target at the same time.

Mastery A

Party Mix

For an additional 3 mana, you can apply the sound barrier spell on up to 5 targets.

Reverb

(Secondary action: Spell (18); Sonic Affliction Aura; Cost: 2 mana) You create an earsplitting, body shaking series of sound waves that damage the body and cause hearing loss. Deal sonic affliction damage equal to 1/2 your spellcraft to all enemies within your spellcraft in meters. All enemies within this range must also make a health vs spellcraft contest against you. If they lose, they are temporarily deafened for an amount of rounds equal to 1/2 their margin of loss (rounded up).

Mastery A

Superb Reverb

Your victims have a disadvantage to resist rolls forced by your reverb spell.

Mastery B

Bass Drop

In addition to becoming deafened, victims also become staggered if they fail the health contest forced by the reverb spell.

Encore

(Primary action: Spell (Cantrip); Sonic Mind-control Hex; Cost: 1 mana) You applaud and cheer on a target to repeat a recent action. Choose a target within line of sight. Force a contest with this target of captivation vs. willpower. If they fail, you can choose one action they’ve used during their last turn. They must perform that same action again, with the same targets as they had before, during their next turn.

Mastery I

Do You Take Requests?

When an enemy is performing an Encore action you can choose the target(s) of that ability.